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English Fire covered burns in rain/ possible solution

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old Fire covered burns in rain/ possible solution

JasJack67
Super User Off Offline

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Hi all...as you may know I am working on "The Survivalist" mod. I am presenting a weather script you are all free to use, and also asking for help in the second part of my script. I am stumped on making a "count inrange and/or building=cover " script, where it will "addstate 5 eternal fire", to to a campfire or torch that is in 0 range of "cover".

if anyone can review my weather script below and see that with this we can maybe cover fire in the rain...i just cant figure out the "cover" script.

following this script it creates randomness for 3 aspects of weather (thunder, rain, and timers) to create 3000 + combinations of random thunder, random rain & random time of day or night.

Why this script should enable to covering fire from rain?
I have removed the game.inf command for "rainratio=%" and the script relies on the "changeday" to start it, and to loop it. When the thunder & rain randomly stops, all timers are free and nothing runs until the next changeday. With looping it can stop raining & thunder for a bit then rain again and stop again...or thunders only for a moment, or a while, before rain, and/or after rain etc...all at random and with no set pattern.
Spoiler >


So with no "rainratio" command in the "game.inf" file...we should be able to over-ride the Fire being snuffed on rain, by using a trigger, or inrange of object, with building type being cover...where when the fire is lit, if it is inrange of cover, it will addstate 5 instead of 4...thus resulting in the fire staying lit in the rain.

also taking into account, the items that create fire would have to have the script to addstate 5 if the conditions are met (fire built in 0 range of cover) ...like firestone, branchbark fire, lighting it with a handtorch.

note: the script also randomly brings driftwood ashore, and anytime it rains it waters plantings in the climate section.

The script runs and works without causing lag, atleast on my computer and im using Vista HP.

also note: I ran tests and tests adjusting the results to match that of a 10% rainratio...you can change 1 number to increase this percentage to your own choosing.
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$random=random(1,80);
Change the 80 lower to Increase percentage of rain, or higher to Decrease. Setting it to 22 seems to be about 50% rainratio, because we have 11 random climate possibilities...setting it to 100 would be 11% change of rain.

This script replaces the "rainratio command" in your "game.inf" file, and you may have to edit the "watered" variable to your own for watering plants...or edit the driftwood to your "item ID" number or whatever.
edited 12×, last 30.11.12 06:31:17 am

old Re: Fire covered burns in rain/ possible solution

Hurri04
Super User Off Offline

Quote
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on:changeday {
	freetimers 0, 1;
	$random=random(5);
	if($random<=3) {
		$tmp=$random*180000;
		timer 0, $tmp, 1, "random";
	}elseif $random==4) {
		event "random";
	}else{
		//driftwood
		randomcreate "item", 7, -15, 3;
	}
}

on:random {
	$random=random(1, 80);
	if($random<=5) {
		timer 0, 15000, 1, "climate";
		weather 3;
	}elseif(($random>5)&&($random<=10)) {
		$tmp=$random*10000;
		$tmp-=20000;
		timer 0, 40000, 1, "climate";
		weather 3;
	}else{
		weather 0;
	}
}

on:climate {
	$random=random(1, 11);
	if ($random<=5) {
		timer 0, 1, 1, "watered";
		timer 0,30000,1,"weather";
		weather 1;
	}elseif(($random>5)&&($random<=10)) {
		timer 0, 1, 1, "watered";
		$tmp=(($random-4)*60000);
		timer 0, $tmp, 1, "weather";
		weather 1;
	}else{
		weather 0;
	}
}

on:weather {
	weather 3;
	timer 0, 10000, 1, "changeday";
}

there, I shortened it for you and fixed some things.

• learn to work with calculations where it is possible (see $tmp)!
• dont use unnecessary commands like s2 cmd freetimers in each event when the timer only runs once anyway!
• also local varibles in a global place make no sense.
• "mind the gap!" - a good syntax can help to read the code better.

I think an event "watered" is missing, unless you didnt post it on purpose because is irrelevant to this script...

my further advice concerning the functionality of the script is to replace parts of the calculation in the first elseif-parts in the "random" and "climate" event by another s2 cmd random command so the time after which the event attached to the s2 cmd timer command is going to be executed will be even more random.

old Re: Fire covered burns in rain/ possible solution

JasJack67
Super User Off Offline

Quote
wow hurry! I will give it a try. If that works then I bow to you! *bow*bow*bow thank you!

I am a true nub to scripting as you can tell...thank you. Takes me forever to do one thing and you do make it look easy, and I am sure it is to you.

Quote
I think an event "watered" is missing, unless you didnt post it on purpose because is irrelevant to this script...

Where might you see a missing "watered" event? In my original script above the random 1-11 produces the rain, I only want it to water the plants on rain. So 11 does not have the "watered" event because it is the random that keeps the weather 0/sunny most of the time.

I know you know this....but I can't see a missing "watered" event. Although in my script when the rain stops the plants do not continue to glow blue as being watered on the first day, they change to "no glow" as though on their second day of "watered". (the 3rd day they glow orange to need water and if you dont water them by "changeday" they die.) I would like them to continue to glow blue particles after the rain, staying in line with the "watered" script on the plants...yes.

my last question is in regards to the topic...
Since 'we" control the weather now with this script, and not the "rainratio%" in the game.inf file? Do you see a way that a fire that is in 0 range of a building with the "behavior" being "cover" can prevent the fire from being snuffed out when it rains? Like flint could "addstate 5" to a campfire/torch under cover OR "addstate 4" if not covered? Can we do this ?

Am i making sense or does this not change anything in regards to rain putting fire under cover, out.?

old Re: Fire covered burns in rain/ possible solution

Hurri04
Super User Off Offline

Quote
user JasJack67 has written
Quote
I think an event "watered" is missing, unless you didnt post it on purpose because is irrelevant to this script...

Where might you see a missing "watered" event? In my original script above the random 1-11 produces the rain, I only want it to water the plants on rain. So 11 does not have the "watered" event because it is the random that keeps the weather 0/sunny most of the time.

well, in my version of the script both in line 33 and 37 it says
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timer 0, 1, 1, "watered";
which I basically got from your script.

as this event is called, naturally it would have to be caught somewhere, right?

user JasJack67 has written
I know you know this....but I can't see a missing "watered" event. Although in my script when the rain stops the plants do not continue to glow blue as being watered on the first day, they change to "no glow" as though on their second day of "watered". (the 3rd day they glow orange to need water and if you dont water them by "changeday" they die.) I would like them to continue to glow blue particles after the rain, staying in line with the "watered" script on the plants...yes.

does this mean that the "watered" event is triggered only in certain objects (like plants) which have it attached to their local script?

in this case you better replace lines 33 and 37 with this:
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loop("object") {
	event "watered", "object", loop_id();
}

user JasJack67 has written
my last question is in regards to the topic...
Since 'we" control the weather now with this script, and not the "rainratio%" in the game.inf file? Do you see a way that a fire that is in 0 range of a building with the "behavior" being "cover" can prevent the fire from being snuffed out when it rains? Like flint could "addstate 5" to a campfire/torch under cover OR "addstate 4" if not covered? Can we do this ?

Am i making sense or does this not change anything in regards to rain putting fire under cover, out.?

I do get what you want to say and I think I might already have seen it in the Extension Mod where you can already build a raincover for a fireplace.

it can be done either by writing the script into the flint stones or into the fireplaces but the first one would probably make more sense as it means that you dont have to repeat the code for the different fireplaces.

s2 cmd on:attack1 use the command s2 cmd targetclass and s2 cmd targetid as well as s2 cmd targetdistance. use s2 cmd type to check whether the hit object is of a fireplace type.
if that is the case check whether the player is close enough (as he shouldnt be able to light the fire from 100m away, obviously).
if that is also the case use the command s2 cmd count_inrange to check whether there is at least 1 object of a type that provides prtection from rain inside a radius of ~10 (0 would be too low!).
More >

if a cover is in range use s2 cmd addstate to add the eternal fire, otherwise add the normal fire.




just in order to check whether my version of the script really acts like you want it to:
on:changeday a timer is started which rolls a dice to see
a) whether is will start to thunder (high cance, 4/5)
b) or whether the weather will stay nice.

in case a) a time is calculated after which another dice is rolled to see whether the weather actually gets bad (low cance, 10/80), it starts thundering and after a calculated time it actually starts raining (very high cance, 10/11) or whether the weather returns to being nice.

once it starts raining after another timer on:changeday is triggered by the script (not by actualy changeday!) and it starts all over again but interrupts to start all over again once more when the actual changeday is reached (that's why I think this is a rather bad solution).

but nevertheless, if that's what you wanted to achieve it's fine.

I still could look into it some more then later as I thinnk the script can be shortened even further.

old Re: Fire covered burns in rain/ possible solution

JasJack67
Super User Off Offline

Quote
thanks Hurr(i) ...i lowered the beginning dice just to test it, and let the script run for 4 days...the random thunder and rain is great, and seems to give the same result what I wanted...seems to work without a hitch.

I will look more into scripting the fire/cover...thank you for the tips it is greatly appreciated...I see you all over the forum helping members, know it is appreciated even after you log out.

I like this script because it adds that randomness to thunder and rain stopping and starting like normal weather...as the old rainratio command seemed to just bring a downpour without notice and it never thundered before or after rain...also i like it cuz i wanted to make fire that is covered not go out in the rain.

thank you...I will run the script for a while while i play/test and make sure it has no bugs, but it seems to be solid.

btw...i had checked out your mod&videos on your mod a while back, and your building stuff is cool as hell! Awsome stuff in your mod! great work!

Quote
does this mean that the "watered" event is triggered only in certain objects (like plants) which have it attached to their local script?
in this case you better replace lines 33 and 37 with this:
Code:
loop("object") {
event "watered", "object", loop_id();
}

yes i will have to do this i think, as "on:watered" is a script to required watering of plants, planted by the player. If left "unwatered" over 3 days they die. Upon watering they emit blue particles, the 2nd day they emit no particles, and on the 3rd day they emit orange particles.

here is an example script from grapevine
Spoiler >
edited 4×, last 30.11.12 03:25:03 pm

old Re: Fire covered burns in rain/ possible solution

Hurri04
Super User Off Offline

Quote
user JasJack67 has written
thanks Hurr(i) ...i lowered the beginning dice just to test it, and let the script run for 4 days...the random thunder and rain is great, and seems to give the same result what I wanted...seems to work without a hitch.

I will look more into scripting the fire/cover...thank you for the tips it is greatly appreciated...I see you all over the forum helping members, know it is appreciated even after you log out.

thanks for the flowers

user JasJack67 has written
I like this script because it adds that randomness to thunder and rain stopping and starting like normal weather...as the old rainratio command seemed to just bring a downpour without notice and it never thundered before or after rain...also i like it cuz i wanted to make fire that is covered not go out in the rain.

sounds nice
also, good to hear it works as you wanted it to

user JasJack67 has written
btw...i had checked out your mod&videos on your mod a while back, and your building stuff is cool as hell! Awsome stuff in your mod! great work!

thank you!
sadly I currently dont have time to continue work and it looks like it's going to stay like this for a while. studying just takes too much time...

one thing that is planned for my mod is also a new weather system as I want to implement some kind of tropical storm which I plan to simmulate by using loudspeaker infos to play the sound of wind which gets heavier and heavier over time until the rain starts.

this is meant to be combined with the house building system as strong wind will be able to make the weaker house classes fall apart quite easily. for this I'd need to have two modified versions of all the house pieces I already have though, one which looks a little damaged and one which is in a rather worse shape. unfortunately creating these models would be very time consuming for me...

user JasJack67 has written
"on:watered" is a script to required watering of plants, planted by the player. If left "unwatered" over 3 days they die. Upon watering they emit blue particles, the 2nd day they emit no particles, and on the 3rd day they emit orange particles.

here is an example script from grapevine [...]

3 days doesnt sound like enough time. better enhance it to 5-6. many plants can endure that long without water without much trouble. or you could make different types of plants have different needs in the concern of when/how often they have to be watered to make it more dynamic.


let's see here...
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on:examine {
	msg "It's a gravevine.",0,2500;
}
I guess this is binded to a script key, right?
     
...
I just had a look at your code and I guess if it works it's fine (except for a few little things but they dont matter that much).


Spoiler >
edited 1×, last 30.11.12 10:03:31 pm

old Re: Fire covered burns in rain/ possible solution

JasJack67
Super User Off Offline

Quote
the storm system sounds real cool...i had the fleeting thought too but it's all beyond my scripting ability. I have not done enough to learn enough...and im not even sure why I started this all in the first place LOL.

The on:exame is a key input YES...but it is "blocked" using "//" for now. This was Builder2_0's work he had not finished...he was going to add the "examine" key but never implemented it. Where my mod stands for me is most of the original scripting was done by Builder2_0 as I have used the Massive Mod to create The Survivalist. So as I have added and changed ALOT, the base of the mod was his.

So part of why I have issues is I dont understand some of his work...yet I have to work-around things to progress. I probably would have been better off just starting from scratch and building my own "complete" mod...but at the time I decided to open the first game folder and looked at this scripting of S2 to see if I could fix the Distiller,Claypot, and Wooden Grill...that took a while, and i began to understand some of it.

So here i am...I have manged however to make a few good scripts within the survivalist, I have learned a bit of modeling and alot of texture making. The scriptng is my weakest point along with making "animated" models. A bit of a reach for me. Thus far I have managed to get results i am looking for even if the script could be shorter or done more efficiently somehow.

I will come back here and post my script I come up with to cover fire...see if you can enhance it

Most of what I did stemmed from the forum community that was begging for Builder to return and fix the Massive Mod he left, as the download links were broken, and the one link I found to download the game was a broken game as once you reached the point of building the distiller,claypot, and woodgrill they all came apart if you took one apart, and the distiller did NOT distill the added ingredients. This left the player (me) at a standstill...and even I waited for months for Builder to return. So I did it for everyone who was posting and pleading for it to be fixed. But that is what lead me here, to open that fist game folder and fix the distiller.

thank you for you help...as I have come a long way in a short time and it is great to have this forum to get help from you guys who know how to script on a higher skill level than most. In the end, I enjoy playing the game, and I know some who play survivalist are enjoying it too, i think that has kept my momentum to keep working on the mod, I will however stop sometime in the near future, I just have to find the "end" of the game, where I feel it is "complete" in it's self. Then I will likely move on.

having a glimpse at S3 has peeked my interest though...I will probably return to check that out if it is ever released.
----------------------------------------------------------
edit: I did have to change your script, just for your knowledge.

In the beginning of the script the "random" was (5)... 1-3 sets timers to send the game into thunder later...4 set no timer sending the game into thunder now...and "else" chose 5 that brought drift wood...

so there was no "choice" to pick a continued sunny day, meaning it thundered and went to rain every single day that 5 was NOT chosen as the random. No what I mean?

so I changed the beginning of the script to this:
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on:changeday {
     freetimers 0, 1;
     $random=random(50);
     if($random<=3) {
          $tmp=$random*180000;
          timer 0, $tmp, 1, "random";
     }elseif $random==4) {
          event "random";
     }elseif $random==5) {
          //driftwood
          randomcreate "item", 7, -15, 3;
     }else{
          weather 0;
    }
}

notice i gave the random (50) instead of (5) so there is greater minimal chance for the random to choose 1-3, 4, or 5 to send it into thunder/rain, or bring driftwood...and this leave 45 choices for the random to land on, to continue with sunny weather...also added the "elseif" for 5 bringing driftwood...then "else" for the 45 options of continued sunny weather....no what I mean? So obviously the random (5 or 50) number would give the % chance of rain...increasing it would bring less chance, while decreasing it would bring higher chance. Do you agree with all this or did i miss something?

I got so caught up in making it rain realisticly that I have to remember I only want it to rain like 10% chance on any given day. Or like a couple of times a month ingame. Also giving way to possible drought conditions or lengthy periods of rain as the script loops at random. Once in a while random might loop picking 1-4 consecutively (long rains), or not pick 1-4 for a long time.(drought) Otherwise it will pick 6-50 and continue with a regular sunny day. Right?
edited 3×, last 01.12.12 04:53:16 am

old Re: Fire covered burns in rain/ possible solution

Hurri04
Super User Off Offline

Quote
just keep trying, eventually you'll get the hang of it
it is perfectly normal that it takes some time to get used to someone else's code.

user JasJack67 has written
Thus far I have managed to get results i am looking for even if the script could be shorter or done more efficiently somehow.

I had the same problem for about 2 years. but when I had a looks at my scripts after a while I realised that I might shorten some parts here and there. this has happened quite some times now and my code gets better and better. take my chess system code for example. there was a point like a year ago when it had like 11.000 lines of code! after doing a lot of work though, I managed to bring it down to about 1.700 lines!
this took me a real lot of preparations and not everything works as it is supposed to now, as I even had to break some already functioning stuff a couple months ago when I removed some 6000 lines but I think it was worth it since a lot of thinks should run smoother now. all I need is some time to fix up the rest

user JasJack67 has written
I will come back here and post my script I come up with to cover fire...see if you can enhance it

of course!
always glad when I can help with this scripting stuff. except for maybe a few noobs who have really bad behaviour and want to have everything done for them
but seeing that you actually wrote your own code which I only needed to tweak a bit in order to optimize it, I dont count you to those guys

user JasJack67 has written
thank you for you help...as I have come a long way in a short time and it is great to have this forum to get help from you guys who know how to script on a higher skill level than most. In the end, I enjoy playing the game, and I know some who play survivalist are enjoying it too, i think that has kept my momentum to keep working on the mod

yeah, I wish my Cast Away mod had such an active fanbase
maybe I really do have to translate it into english at some point to reach at least a few more people...

user JasJack67 has written
I did have to change your script, just for your knowledge.

In the beginning of the script the "random" was (5)... 1-3 sets timers to send the game into thunder later...4 set no timer sending the game into thunder now...and "else" chose 5 that brought drift wood...

so there was no "choice" to pick a continued sunny day, meaning it thundered and went to rain every single day that 5 was NOT chosen as the random. No what I mean?

yes, this is exactly why I asked whether this was really what you wanted earlier...

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on:changeday {
	freetimers 0, 1;
	$random=random(1, 50);
	if($random<=4) {
		$tmp=$random*180000;
		timer 0, $tmp, 1, "random";
	}elseif $random==5) {
		//driftwood
		randomcreate "item", 7, -15, 3;
	}else{
		weather 0;
	}
}

on:random {
	$random=random(1, 80);
	if($random<=10) {
		if($random<=5) {
			$tmp=15000;
		}else{
			$tmp=$random*10000;
			$tmp-=20000;
		}
		timer 0, $tmp, 1, "climate";
		weather 3;
	}else{
		weather 0;
	}
}

on:climate {
	$random=random(1, 10);
	if ($random<=9) {
		if ($random<=5) {
			$tmp=30000;
		}else{
			$tmp=(($random-4)*60000);
		}
		timer 0, $tmp, 1, "weather";
		timer 0, 1, 1, "watered";
		weather 1;
	}else{
		weather 0;
	}
}

on:weather {
	weather 3;
	timer 0, 10000, 1, "changeday";
}

as promised I looked into it again to optimize it a little more. I also took your latest changes into it.

note that I changed the parameters of the random command again, to make it start at 1 instead of 0.

I think it should work even better now

old Re: Fire covered burns in rain/ possible solution

JasJack67
Super User Off Offline

Quote
I have deleted my post and edited it with new information...I have come up with a modified weather script i really understand and seems a bit simple for me.

runs well and creates the randomness I was looking for in a controlled environment. meaning you can change a couple numbers in the script to get a desired result.

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on:changeday {
          freetimers 0,1;
                $tmp=random(30000,420000);
                if (random(4)>=2){
                timer 0,$tmp,1,"random";
//driftwood
           }elseif (random(4)==1){
             randomcreate "item",7,-15,3;
    }
}

        on:random {
                $random=random(1,100);
          if ($random<=15){
                $tmp=random(10000,120000);
                timer 0,$tmp,1,"climate";
                        weather 3;
          }
          if ($random>=16){
                        weather 0;
                freetimers 0,1;
    }
}
        on:climate {
                $random=random(1,25);
          if ($random<=21){
                weather 1;
                timer 0, 1, 1, "addstate";
                timer 0,1,1,"watered";
                $tmp=random(30000,480000);
                timer 0,$tmp,1,"weather";
          }
          if ($random==22){
                weather 0;
                timer 0, 1, 1, "snow";
          }
          if ($random>=23){
                weather 0;
                freetimers 0,1;
    }
}
        on:weather {
                weather 3;
                $tmp=random(10000,90000);
                timer 0,$tmp,1,"random";
}
        on:snow {
                weather 2;
                timer 0, 1, 1, "addstate";
                $tmp=random(30000,480000);
                timer 0,$tmp,1,"random";
}

Explaination for those who are interested:

on:changday sets a random number of "1" or "greater than 2" where when the random is greater then 2 it will send the weather into the second timer for only Lightening between 30 seconds up to 2 minutes(30000-120000)

on:random is Lightening...while it's lightening it sets the timer for the length of rain and sends the script into on:climate for the rain to begin. The rain timer is random from 30 seconds to 8 minutes (30000-480000).

In this script you see the on:random is 1,100 and the low is set at 15...that would be 15% chance of rain while anything above 15 would keep the weather sunny and the script ends until the next changeday.

When the $tmp rain expires to "weather"...on:weather returns the rain to Lightening only, after the storm...for a period of 30 second to 1 1/2 minutes.
When this timer expires you see it loops back to the on:random and this loop continues if random is under 15 of the 100. (15% chance to continue raining or stop)

You also see in the script a 1remote chance of snow(1 of 25)...if the "random" lands on "22". When the on:random sends the script to on:climate it chooses a random from 1 to 25...below 21 being almost always rain...22 being remote chance of snow...and then above 23 a small chance the weather will just continue as a sunny day.

So the on:snow will snow for the same as rain 30 seconds to 8 minutes before also looping back to random rain.
-----------------------------

the random timers and looping gives variable weather and length of time, intermittent weather patterns where it will only lightening and continue to rain...and even that occasional snow once in a blue moon.

Notes:
With the beginning timer on changeday, it also resets the whole script at midnight on changday. This keeps the weather even more random of lightening before and after rain, while randomizing the beginning of the loops at midnight that makes each execution unique.

This script replaces the "rainratio=%" in the game.inf file...while I left the "snowratio=%" set to 40% for arctic maps...where on arctic maps you would experience a 15% chance of rain also which is even more realistic and not to far out there as from realism.

the line timer 0, 1, 1, "addstate"; is a script that adds state 5 fire to and campfire or torch that is buring under cover of a building. Thus keeping fire lit in the rain and snow.

here is the addstate script for my campfire and torch for 2 different buildings to cover fire.
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on:addstate {
       if ((count_inrange("object",206,70)+count_inrange("object",4959,70))>0){
		        if (state()==4){
                        freestate "self",4;
                        addstate "self",5;
			statevalue "self",5,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel"; 
                }elseif (state()==4){
			statevalue "self",4,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel";
		}elseif (state()==5){
			statevalue "self",5,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel";
                       }
		}
       if ((count_inrange("object",160,70)+count_inrange("object",165,70))>0){
		        if (state()==4){
                        freestate "self",4;
                        addstate "self",5;
			statevalue "self",5,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel"; 
                }elseif (state()==4){
			statevalue "self",4,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel";
		}elseif (state()==5){
			statevalue "self",5,0;
			create "info",ai_signal("distract", 250),getx("self"),getz("self");
			addstate "self","smoke";
			event "fuel";
                       }
		}
	}
edited 11×, last 22.12.12 08:32:18 pm
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